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Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="Chaosmancer" data-source="post: 7936252" data-attributes="member: 6801228"><p>Okay, so how does 68 hp and I take -5 from every single hit I ever take more interesting than 126 hp and half if you are using non-magical damage? In fact, it looks like the 3.5 Earth Elemental is far weaker than the 5e one, since it will take far less effort to kill it.</p><p></p><p>Also, if we want to include feats.... Great Weapon Master is similar to Power Attack. .</p><p></p><p>Leap Attack seems to only allow moving when you Power Attack? That is pointless in 5e, because unlike 3.5, you can move and attack on your turn. A limitation that seems to be ignored most of the time when talking about major changes 5e made.</p><p></p><p>Improved Bullrush seems to be pointless in terms of damage, just makes you less likely to take AO's and gives you a bonus to pushing.</p><p></p><p>Powerful charge is a damage increase, but remember what I was talking about with Leap Attack? Moving in 3.5 automatically reduced your damage output by limiting your attacks. That is why you had the charging rules at all, because they allowed you to move and attack, but that was not as much damage as simply standing and taking a full attack action. Powerful Charge helps counter that, by increasing your damage when you charge. But, since 5e allows you to allows charge by moving and making your full attack, charging rules are largely pointless.</p><p></p><p>And 5e does have a Charger feat regardless, giving you a damage boost or push bonus on a bonus action you take after using your action to dash, very reminiscent of how these feats worked.</p><p></p><p>5e also has crit fishing builds. Not as many, but they do exist.</p><p></p><p>So, since every 5e character has some of these feats included in them naturally, by allowing moving and a full attack sequence, and the 5e elemental actually seems to be a bit tougher... it seems you are not making the point that you would like to be making here</p><p></p><p></p><p>Edit: Let me be more clear with what I mean by that. </p><p></p><p>In 3.5, you needed a slew of feats to simply move and attack the enemy effectively. Plus, since it seems the feats you listed were intended to increase the damage dealt, the lower hp of the monster and minor but universal damage reduction means that their is no tactical challenge. </p><p></p><p>You will move up, generally hit hard with your charge, and then stand next to the monster to finish it. </p><p></p><p>5e doesn't require all those feats, but it also doesn't require them for the monster. Unlike the 3,5 elemental, the earth elemental can charge as well. It is also faster than the 3.5 version and more capable of using it's unique Earth Glide ability to harry the party instead of wanting to simply smash them with basic attacks. </p><p></p><p>I also notice that the 3.5 monster just had the ability to hit multiple targets if it drops one, or hit one target very hard with power attack. Yes, the 5e version lacks this, but has some other interesting abilities to compensate, such as the siege ability to destroying the environment. So, the 5e version could Earth Glide up a cave wall and attack the ceiling, collapsing it on the party, which is something the 3.5 version may not be able to do (don't know what Earth Mastery means) and even if they did, it would take far more turns than the 5e version would, allowing the party to probably finish it off with ranged attacks. Because again, it has much lower health than the 5e version does.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7936252, member: 6801228"] Okay, so how does 68 hp and I take -5 from every single hit I ever take more interesting than 126 hp and half if you are using non-magical damage? In fact, it looks like the 3.5 Earth Elemental is far weaker than the 5e one, since it will take far less effort to kill it. Also, if we want to include feats.... Great Weapon Master is similar to Power Attack. . Leap Attack seems to only allow moving when you Power Attack? That is pointless in 5e, because unlike 3.5, you can move and attack on your turn. A limitation that seems to be ignored most of the time when talking about major changes 5e made. Improved Bullrush seems to be pointless in terms of damage, just makes you less likely to take AO's and gives you a bonus to pushing. Powerful charge is a damage increase, but remember what I was talking about with Leap Attack? Moving in 3.5 automatically reduced your damage output by limiting your attacks. That is why you had the charging rules at all, because they allowed you to move and attack, but that was not as much damage as simply standing and taking a full attack action. Powerful Charge helps counter that, by increasing your damage when you charge. But, since 5e allows you to allows charge by moving and making your full attack, charging rules are largely pointless. And 5e does have a Charger feat regardless, giving you a damage boost or push bonus on a bonus action you take after using your action to dash, very reminiscent of how these feats worked. 5e also has crit fishing builds. Not as many, but they do exist. So, since every 5e character has some of these feats included in them naturally, by allowing moving and a full attack sequence, and the 5e elemental actually seems to be a bit tougher... it seems you are not making the point that you would like to be making here Edit: Let me be more clear with what I mean by that. In 3.5, you needed a slew of feats to simply move and attack the enemy effectively. Plus, since it seems the feats you listed were intended to increase the damage dealt, the lower hp of the monster and minor but universal damage reduction means that their is no tactical challenge. You will move up, generally hit hard with your charge, and then stand next to the monster to finish it. 5e doesn't require all those feats, but it also doesn't require them for the monster. Unlike the 3,5 elemental, the earth elemental can charge as well. It is also faster than the 3.5 version and more capable of using it's unique Earth Glide ability to harry the party instead of wanting to simply smash them with basic attacks. I also notice that the 3.5 monster just had the ability to hit multiple targets if it drops one, or hit one target very hard with power attack. Yes, the 5e version lacks this, but has some other interesting abilities to compensate, such as the siege ability to destroying the environment. So, the 5e version could Earth Glide up a cave wall and attack the ceiling, collapsing it on the party, which is something the 3.5 version may not be able to do (don't know what Earth Mastery means) and even if they did, it would take far more turns than the 5e version would, allowing the party to probably finish it off with ranged attacks. Because again, it has much lower health than the 5e version does. [/QUOTE]
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